A rather decent twinspell with the ability to be a board answer in the early game, as well as a freeze when you want to stall a turn to draw your removal.

Twinspells idea is great to be honest. Having 2 card for 1 slot in your decks is amazing since you’ll have more steam throughout the game as opposed to having none. However, due to the loss of a lot of great cards in the rotation, more support are needed to make these card at least viable.

Draw. As stated by a lot in this thread, losing Aluneth is painful. Tempo mages and even Burn mages relied in the power of the said weapon. Without it, it would be rather hard to maintain pressure as a tempo mage, the idea of having 1-2 cards in hand is painful. Moreover, this card can be a one-off in Control Mages, however, would it be worth it?

The archetype on which they’re pushing Mages in the next expansion seems interesting. More minion combat for the infamous spell user is somewhat a new flavor (it has been attempted before with Elemental Mage and with Faceless Summoner), so having a card like this would be more viable in that archetype as a remainder answer to unanswerable life totals with minions and pings, as well as a freeze to negate your opponent to trade with your board for a turn.

Pros: Very versatile. Can freeze a big minion two turns in a row, use it for damage in combination with Frost Nova or Blizzard, just cast it twice as a 2-damage Frostbolt, or freeze two minions. Great synergy with cards like Frost Nova, Blizzard, Icicle, Doomsayer, Mana Cyclone, Auctioneer, Luna, Antonidas, Vex Crow.

This could be pretty terrible to draw in a situation where you’ve got a lot of mana to spare but are out of cards, and it asks you to steer your deck in a certain direction to maximize its value. But when the devs say Freezing stuff is supposed to be one of Mage’s core mechanics and strengths? THIS is what they mean. 4/5

Add in Cosmic Anomaly with its +2 Spell Damage and 1 other Elemental that gives +2 Spell Damage for the turn. . . and Wham! A grand total of 6-8 damage in one turn. Provided all the cards are position to pull it off! She’ll need Elemental Evocation x2 to do it. Which might be hard to do.

I was thinking that adding Elemental Evocation just for the Mana Cyclone was too greedy but yes, Cosmic Anomaly exists. Maybe a new Elemental Aggro Mage appears with crazy plays when you play a bunch of spells and then Mana Cyclone to refill your hand, kinda similar to a Miracle Rogue with Auctioneer.

well imagine you put luna on turn 4 and on turn 5 you draw this. You cast this and than you draw another one of those. So now you are 2 mana behind and instead of drawin something relevan like a frostbolt or fireball you are 2 cards deep in your deck and 2 mana spent to basicly do nothig. If by turn 4 your oponent has no minions you must freeze your luna and than damege her just to draw.

It’s a matter of how your hand is doing though you have to consider without aluneth tempo mage doesn’t want to waste Luna but this is a cheap spell that can be used to trigger draw. Without aluneth out it’s very easy to empty out your hand.

well twinspells were supposed to be good effects that are costly that overal give you more value per card. Am i the only one who does not see the extra value those 4 spells that take 2 spaces in my hand exept for yogg feed and quest mage?

Probably the best use of the Twinspell keyword so far. Not very powerful, but makes up for it in flexibility. You can use it to freeze two separate minions on the same turn, the same minion for two consecutive turns, or as a slightly underpowered Frost Bolt if you cast it on the same minion twice. Furthermore, it synergizes nicely with Mana Wyrm (even at the new higher cost), Questing Adventurer, and anything else that might come along that rewards casting many spells or playing many cards.

For instance, you could play a Sorcerer’s Apprentice on Turn 2 when your opponent has a single minion out, follow up with this for 0 cost. Then the following turn, drop a Questing Adventurer and play the Twinspell copy. Then, if the opponent has two minions out, trade the Apprentice for the unfrozen one. Good tempo.

Dealing 2 damage to a frozen minion is largely irrelevant. But being able to freeze 2 targets for 1 card slot is pretty good for Freeze Mage, and this gives you 2 fireballs from Antonidas, 2 minions from Vex Crow, and draw 2 from Luna (or Auctioneer I guess). Seems decent in a deck that wants to delay minion damage or that takes advantage of spells being cast.

if there only was a card that can freeze 3 minions and deal damage to all of them into one card. Wouldn’t that be better? Oh it is not because no one is running cone of cold. And even if you were you may not want to replace it with this. And if i am running frost nova my deck may have a stall but it kind of lacks removal since rost nova does not remove the board.

Cone of Cold was occasionally used in Freeze Mage and sees play in most Exodia Mage decks in Wild. For standard, however, this card is better in certain situations. It’s cheaper, can freeze a big dumb idiot for 2 turns, and, like I mentioned, can net you 2 fireballs from Antonidas for only one card slot.

Freeze Mage is notorious for not removing the board and only stalling it, eventually winning with burn. Of course, it remains to be seen if the archetype can be competitive without Ice Block, but depending on how slow the meta is in RoS it might be able to make a comeback.

Well Big Dumb minions usually have that bad anti freeze sunergy where they get silenced and still hit your face. And you can eat as much dmg from the few small one just as much as a big one. There is obvious good synergy with the new mana cyclone where you turn this into 2 random mage spells at the end of your turn. Vex crow and flame waker decks in wild. Where the fact that you are casting something no matter what gives you value. But having this with those cards makes it quite slow. And it does not generate that big value. There is also cryomancer but we are still not getting good winter chill effect for those to coexist in a constructed deck.
All in all Mana cyclone is not a reliable value generator it basicly transforms trashy spells into trashy spells with a chance of RNG. Antonidas is cool. Pocket galaxy antonidas is even better.
Being cheep is flexible. It is better than freezing potion. And burn mages already insta lose if you are againts decks that run healing. This removes even more burn. Exodia mages are not standart and as i mentioned the second cast sgould proc their quest since the non twin spell card did not start in your deck. And it can replace mirage callers and Cone of cold even kabalist tomes. And it kind of fits more with the mage questing theme than casting bananas to open a waygate :D.
Or if you want to havesome yogg fun. Although the spells pool got really poluted. When he came out some spells got reworked to reduse the randomness by getting a better wording. And hunter spells would be a always positive outcome. Whitch does corelate with the fact that they are archers and have ggod accuracy. So cards that can backfire for you should basicly always say that they target your oponent 😀 Just for Yog’s sake.

You don’t need to remove burn spells from Freeze Mage to fit this in Standard. In Wild, sure, you have Frost Bolt and Forgotten Torch but in standard this can fit fine. I’m not talking about Wild implications when I mention freeze mage.

You’ve heard of Big Spell Mage now get ready for… Tiny Spell Mage? She’s gotten quite a few of ‘em now. You can do Miracle turns with Auctioneer and Sorcerer’s Apprentice but I dunno if the payoff is that good.

well twinspells like these would make Mana wyrm broken. But I was hoping for a twinspell that could actually give you value. Like arcane barage or something like that can make your oponent cry from the burn the card could bring him :D. Some super mana heave machine gun spell card.